GMTrex's Kingmaker Campaign

Game Master Andrew Trexler

The Marchlands | Tactical Map | Strategic Map | Handouts | Quests | People Places Things | Campaign Tracking


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Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Will: 8d20 ⇒ (16, 9, 19, 3, 4, 6, 6, 19) = 82

Erastil's grace wipes out nearly half of the skeletons left standing. The feeling of jealousy in the air persists however...

The three remaining undead servants step forward to slash at the baron's dogs:

Claw @ Black: 1d20 + 2 ⇒ (14) + 2 = 16 HIT Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw @ Black: 1d20 + 2 ⇒ (7) + 2 = 9 MISS
Claw @ Black: 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12 MISS
Claw @ Black: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2 MISS

Claw @ Red: 1d20 + 2 ⇒ (10) + 2 = 12 MISS

But that is not all. From the darkness to the east comes the master whom these warriors served. His armor and shield have not weathered the centuries well, nor his notched blade, yet still the steel gleams with an eerie hue that matches the burning fire of his eyes.

His first target is a wolverine, which he hacks apart with a cold, unrelenting ease.

Slash @ White: 1d20 + 13 ⇒ (5) + 13 = 18 HIT Damage: 1d10 + 7 ⇒ (6) + 7 = 13 plus a WILL save

Round I
1. Unrak (jealous, must steal), Taranis (2/4 wolverines jealous, black @ 5 dmg, white @ 13 dmg WILL SAVE, Toth @ 51/54 hp), Marc, Augrym
2. Skeletons! (NY, SR menaced)
3. Zed
4. Haunt (7 dmg)


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Will: 1d20 + 2 ⇒ (5) + 2 = 7 "Zed! Bring your power to bear! That creature must not get to us! Send the archon!"


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

The wolverine's fur suddenly goes grey and patches fall out. 1 negative level for the wolverine.

Round I
1. Unrak (jealous, must steal), Taranis (2/4 wolverines jealous, black @ 5 dmg, white @ 13 dmg WILL SAVE, Toth @ 51/54 hp), Marc, Augrym
2. Skeletons! (NY, SR menaced)
3. Zed
4. Haunt (7 dmg)


Character Sheet

Zed moves quickly to hamper the new threat. He levels a spell of Glitterdust DC 19 In the language of the heavens, he asks the Archon to lay waste to this new foe.

The archon advances with sword on high! Magic Circle Against Evil and Aura of Menace in effect.

Greatsword: 1d20 + 9 ⇒ (2) + 9 = 11 but the opening swing is off as he's distracted by the swipe the skeleton gave him on the way by.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Will: 2d20 ⇒ (10, 5) = 15

The new foe is showered in glitter, but seems surprisingly unbothered.

Round I
1. Unrak (jealous, must steal), Taranis (2/4 wolverines jealous, black @ 5 dmg, white @ 13 dmg & 1 negative level, Toth @ 51/54 hp), Marc, Augrym
2. Skeletons! (NY, SR menaced)
3. Zed
4. Haunt (7 dmg)


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Marc! Keep it up! You focus on the haunt. Augrym bring some pain to the East!"

Seeing a larger and more potent foe, and missing his sling, Taranis brings forth a ball of fire! FIRE: 3d6 ⇒ (2, 1, 3) = 6 REF DC 16 neg.

The wolverines do wolverine things!
Black Claw v. Purple: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 for DMG: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Black Claw v. Yellow: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 for DMG: 1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Bite Claw v. Yellow: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 for DMG: 1d4 + 5 + 2 ⇒ (4) + 5 + 2 = 11

White Claw v. Big bad: 1d20 + 6 + 2 - 1 ⇒ (8) + 6 + 2 - 1 = 15 for DMG: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10
White Claw v. Big bad: 1d20 + 6 + 2 - 1 ⇒ (8) + 6 + 2 - 1 = 15 for DMG: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10
White Claw v. Big bad: 1d20 + 6 + 2 - 1 ⇒ (16) + 6 + 2 - 1 = 23 for DMG: 1d4 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Only the skeletons have anything to steal:
Red Steal: 1d20 + 4 ⇒ (20) + 4 = 24 Ha!
Blue Steal: 1d20 + 4 ⇒ (3) + 4 = 7 MISS

Red Will v. Haunt: 1d20 + 2 ⇒ (19) + 2 = 21
Blue Will v. Haunt: 1d20 + 2 ⇒ (13) + 2 = 15


Large Animal Companion (HP: 83/83), Init: PC, AC: 23 T: 15, FF: 28 (Barkskin), Perception +7 (Low-light, Scent, F: +10, R: +11 (Evasion), W: +4 (Devotion), CMB: +11, CMD: 24 (28 v. overrun, trip)

Toth wheels around to gnash the skeleton in the south:

Bite: 1d20 + 11 ⇒ (12) + 11 = 23 for DMG: 1d8 + 9 ⇒ (6) + 9 = 15


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Reflex: 1d20 ⇒ 11

The Lonely Warrior ducks the fireball and lets his armor fend off ALL of the wolverines' attacks.

Meanwhile, the rest of the zoo finishes off the last few regular skeletons. I honestly do not know why Paizo puts CR 1/3 creatures in mid-level adventures.

Round III
1. Unrak (jealous, must steal), Taranis (1/4 wolverines jealous, black @ 5 dmg, white @ 13 dmg & 1 negative level, Toth @ 51/54 hp), Marc, Augrym
2. Lonely Warrior
3. Zed
4. Haunt (7 dmg)


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

Zed, Augrym, Marc: 1d3 ⇒ 1 <--Zed it is

Unrak's haunt-induced insanity seems to have no end, for he casts about and Zed's dagger catches his eye. The warrior drops Marc's bow, makes a grab for it

CMB: 1d20 + 21 - 3 ⇒ (11) + 21 - 3 = 29

grasping it easily. He then tries once again to exert some self control and fight this maddening sickness!!

Will: 1d20 + 6 ⇒ (15) + 6 = 21

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Marc continues to bathe the area in holy energy. while staying close to his weapon.
channel to hurt the haunt: 2d6 ⇒ (4, 2) = 6


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Staying out of the creatures reach, Augrym moves in for an attack.

attack: 1d20 + 13 ⇒ (16) + 13 = 291d8 + 5 ⇒ (5) + 5 = 10


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Will: 1d20 ⇒ 6

Unrak triumphantly grasps Zed's dagger, then comes to his senses and chucks the puny weapon away. Marc's second wave finally suppresses the haunt, freeing the last wolverine as well. Meanwhile, Augrym slinks along the southern wall, choosing his moment to swing his blade. The steel strikes bone, jarring the weapon painfully in his hand for the price of a broken rib.

The Lonely Warrior immediately turns his attention to Augrym, eyes burning bright with cold fury. The undead's blade is unnaturally cold, turning Augrym's hot blood to an icy trickle where it cuts.

Lonely Warrior @ Augrym: 1d20 + 13 ⇒ (17) + 13 = 30 HIT Damage: 1d10 + 7 ⇒ (1) + 7 = 8 plus 1 negative level

Note: I messed up the energy drain re: the wolverine earlier. The drain happens automatically, and you get a Fort save 24 hours later to prevent permanence. No actual change re: wolverine.

Round III
1. Unrak, Taranis (black @ 5 dmg, white @ 13 dmg & 1 negative level, Toth @ 51/54 hp), Marc, Augrym (65/73* hp, 1 negative level)
2. Lonely Warrior (6 dmg)
3. Zed


Character Sheet

Zed accelerates the party with a Haste spell. There are too many allies, so the red and black wolverines are unaffect.

With a grin for the grim task at hand, the hound archon gives a belly shaking growl as it works its blade:

Greatsword 1: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16 for DMG if hit: 2d6 + 3 ⇒ (2, 1) + 3 = 6
Greatsword 1: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11 for DMG if hit: 2d6 + 3 ⇒ (6, 6) + 3 = 15
Greatsword Haste: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 for DMG if hit: 2d6 + 3 ⇒ (2, 1) + 3 = 6
Bite: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12 for DMG if hit: 2d8 + 2 ⇒ (8, 6) + 2 = 16


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Zed's archon strikes only once, and the damage is almost unnoticeable.

Round IV
1. Unrak, Taranis (black @ 5 dmg, white @ 13 dmg & 1 negative level, Toth @ 51/54 hp), Marc, Augrym (65/73* hp, 1 negative level)
2. Lonely Warrior (12 dmg)
3. Zed


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

Unrak, exhausted by the energy-sapping magic of the haunt, frustrated at his inability to shake the effects of jealousy for so long, and far from the press of enemies, is unable to even call upon his primal rage to aid the group.

So he does the only thing he can think of...

he casts LongArm, and his mighty sword hovers a bare inch off his palms. Then he moves forward, as close as he can get--which *is* close enough to reach this lone warrior. Maybe he cna do some good in this fight after all.

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Marc leans down and picks up his polearm (move action) and continues to try and damage the undead captain with positive energy...
channel to damage undead: 2d6 ⇒ (4, 5) = 9


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Taranis directs his minions and ball of flame forth! He takes his sling back from the wolverine, and prepares one of his magic stones. FIRE: 3d6 ⇒ (1, 3, 6) = 10 REF DC 16

Blue Wolverine:
Claw: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 MISS
Claw: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 MISS
Bite: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 for DMG if hit: 1d4 + 5 ⇒ (4) + 5 = 9
Haste: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 MISS

White Wolverine:
Claw: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21 MISS
Claw: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 MISS
Bite: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 MISS
Haste: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 MISS

Red Wolverine:
Claw: 1d20 + 6 + 2 + 1 ⇒ (11) + 6 + 2 + 1 = 20 MISS

Black Wolverine:
Claw: 1d20 + 6 + 2 + 2 + 1 ⇒ (16) + 6 + 2 + 2 + 1 = 27 for DMG if hit: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Will: 1d20 ⇒ 18 SUCCESS
Reflex: 1d20 ⇒ 20 SUCCESS

The Lonely Warrior takes on all the forces arrayed against him with ease. A wicked slice carves into a passing wolverine.

AoO @ Black: 1d20 + 13 ⇒ (5) + 13 = 18 HIT Damage: 1d10 + 7 ⇒ (2) + 7 = 9 plus 1 negative level

Only the black wolverine manages to get its jaws around undead bone; all others are swatted away with a cold, uncaring shield.

Round IV
1. Unrak, Taranis (black @ 14 dmg & 1 negative level, white @ 13 dmg & 1 negative level, Toth @ 51/54 hp), Marc, Augrym (65/73* hp, 1 negative level)
2. Lonely Warrior (23 dmg)
3. Zed


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Study the target and add Bane.

Attack: 1d20 + 16 ⇒ (18) + 16 = 341d8 + 10 + 2d6 ⇒ (4) + 10 + (4, 4) = 22


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Even in his weakened state, Augrym scores a telling blow. Still, the Lonely Warrior fights on, giving back to Augrym in kind.

Lonely Warrior @ Augrym: 1d20 + 13 ⇒ (16) + 13 = 29 HIT Damage: 1d10 + 7 ⇒ (6) + 7 = 13 plus 1 negative level

Round IV
1. Unrak, Taranis (black @ 14 dmg & 1 negative level, white @ 13 dmg & 1 negative level, Toth @ 51/54 hp), Marc, Augrym (47/68* hp, 2 negative levels)
2. Lonely Warrior (40 dmg)
3. Zed


Character Sheet

Zed launches his prepared Magic Missile! 4d4 + 4 ⇒ (3, 2, 2, 3) + 4 = 14

The hasted Archon continues to attack!

Greatsword 1: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Greatsword 2: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Greatsword H: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Bite: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
My dice have been AWFUL


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

The missiles slam into the undead, who nevertheless easily beats aside the archon's attacks.

Round V
1. Unrak, Taranis (black @ 14 dmg & 1 negative level, white @ 13 dmg & 1 negative level, Toth @ 51/54 hp), Marc, Augrym (47/68* hp, 2 negative levels)
2. Lonely Warrior (54 dmg)
3. Zed


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Taranis tries to bring his minions to bear with a bit more efficacy this time:

Blue:
Left Claw: 1d20 + 6 + 2 + 1 ⇒ (3) + 6 + 2 + 1 = 12 MISS
Right Claw: 1d20 + 6 + 2 + 1 ⇒ (20) + 6 + 2 + 1 = 29 THREAT
Confirm Claw: 1d20 + 6 + 2 + 1 ⇒ (20) + 6 + 2 + 1 = 29 for DMG: 2d6 + 8 ⇒ (3, 4) + 8 = 15
Bite: 1d20 + 6 + 2 + 1 ⇒ (12) + 6 + 2 + 1 = 21 MISS
Haste Claw: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22 MISS

White:
Left Claw: 1d20 + 6 + 2 + 1 + 2 - 1 ⇒ (6) + 6 + 2 + 1 + 2 - 1 = 16 MISS
Right Claw: 1d20 + 6 + 2 + 1 + 2 - 1 ⇒ (16) + 6 + 2 + 1 + 2 - 1 = 26 for DMG if hit: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Bite: 1d20 + 6 + 2 + 1 + 2 - 1 ⇒ (3) + 6 + 2 + 1 + 2 - 1 = 13 MISS
Haste Claw: 1d20 + 6 + 2 + 2 - 1 ⇒ (5) + 6 + 2 + 2 - 1 = 14 MISS

Red:
Left Claw: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 MISS
Right Claw: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 for DMG if hit: 1d6 + 4 ⇒ (2) + 4 = 6
Bite: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 MISS

Black:
Left Claw: 1d20 + 6 + 2 + 2 - 1 ⇒ (20) + 6 + 2 + 2 - 1 = 29 THREAT
Confirm Claw: 1d20 + 6 + 2 + 2 - 1 ⇒ (18) + 6 + 2 + 2 - 1 = 27 for DMG: 2d6 + 8 ⇒ (6, 6) + 8 = 20
Right Claw: 1d20 + 6 + 2 + 2 - 1 ⇒ (17) + 6 + 2 + 2 - 1 = 26 for DMG if hit: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Bite: 1d20 + 6 + 2 + 2 - 1 ⇒ (8) + 6 + 2 + 2 - 1 = 17 MISS


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

Unrak makes a desperate attempt to do somethign useful this fight, and swings his huge blade at the monster.

attack: 1d20 + 12 - 3 ⇒ (19) + 12 - 3 = 28 <--threat!!
damage: 2d6 + 11 - 5 ⇒ (4, 2) + 11 - 5 = 12

confirm: 1d20 + 12 - 3 ⇒ (1) + 12 - 3 = 10 <--oh, that's just fekkin' PERFECT
damage: 2d6 + 11 - 5 ⇒ (4, 5) + 11 - 5 = 15


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Unrak gets in a feeble swing just before the baron's zoo finishes the job.

For suppressing the haunt, surviving the trap, and dealing with those laid to rest here, each Huntsman earns 960 XP.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Salt! That was awful. Is everyone okay? Zed, can you send your holy friend forth to find other threats before we lose him?"

While catching his breath, Taranis searches the room properly. Suggesting the archon go east until it returns.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

The crypt is small, so I will just give you the descriptions.

The dusty chambers to the north and south are decorated with mosaic scenes of hunting and battle. Six biers line the walls of each, the resting places of respected warriors.

To the east, the walls of the final chamber are adorned with a plethora of weapons, shields, armor, and tattered banners and standards. Interspersed among the displayed arms are carved scenes of battle, pillage, and conquest. The carvings are caked in flaking pigments that were once brightly colored, but many have been defaced, apparently by repeated blows from a weapon. At the far end of the room, a withered corpse lies an empty stone catafalque, its occupant now hacked apart at your feet.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Taranis moves about reverently, taking time to search and asking Zed to provide any historical context.


Character Sheet

Zed waxes historic as the others search the tomb with eyes, snoots, and magical detection.

Knowledge (History): 1d20 + 10 ⇒ (10) + 10 = 20
Knowledge (Nobility): 1d20 + 11 ⇒ (16) + 11 = 27


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

"Huntsmen, I am again in need of aid. Can anyone cure my weakened state?"


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"I don't know that we can Augrym. I think we'll need a proper cleric back in Solasgaard..."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Zed spends a long while studying the mosaics and carvings. The hunting scenes are difficult to place, as many cultures native to this region throughout history have held hunting in high regard. Similarly, the meaning of the barely discernible insignia and emblems on the depicted shields and banners have long been lost to the ages; the name of the chieftain who was buried here is gone.

The battle scenes do still carry some meaning, however, for in addition to the expected mosaics of internecine conflict between warring human tribes, the scenes in the chieftain's chamber show two key victories of his rein: one over a tribe of centaurs, the other against an eclectic force of fey.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Centaurs and fey. Both have reason to distrust the race of men." With a heavy sigh Taranis turns. We also searched with a detect magic active.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

The notched sword carried by the Lonely Warrior gleams bright with evocation magic.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Let's take our time here before leaving. Sweep each room. Zed can you identify this blade?"

If we Take 10 as a team we can beat a 30. That should give time for Zed to....


Character Sheet

Zed looks over the blade Spellcraft: 1d20 + 18 ⇒ (2) + 18 = 20


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

The T10 is fine. Zed identifies the blade as a weapon of formidable power, if restored to its former glory: a +2 feybane bastard sword (currently with the broken condition).


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

"A fine blade that was made to chop me down. It is not for me though as I am a swordlord."


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

Nice blade! We should get that fixed.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Augrym, think you can tough it through a little while? We need to map this area before returning home."


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

”I am, as always, at your service, good leader brother friend Taranis.”

Augrym kneels in salute and does his best not to show any discomfort.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Exploring the remainder of this stretch of the Kamelands does not take long. After making camp and enjoying a restful night, you consider your next move on [color=teal]24th Rova[/color].

Where to? Additionally, Augrym needs to make 2 Fortitude saves to determine whether the negative levels are permanent.


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Fort: 1d20 + 10 ⇒ (1) + 10 = 11
Fort: 1d20 + 10 ⇒ (3) + 10 = 13


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Augrym, let us explore a bit. If something appears to need your skill-at-arms, we'll retreat for another day."

GM, how long is the trip back from our current position, given the presence of roads, I'm not entirely sure. I wouldn't risk being late for Kinging. If there's a reasonable amount of time...

....the party pushes NE to explore a bit more before returning home.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

3d100 ⇒ (69, 15, 22) = 106

You have just enough time.

The Huntsmen advance towards the Tors of Levenies in the distance. This patch of the Kamelands is thick with highlands game, but little else of interest. After taking a couple of days the thoroughly map the area, the Huntsmen ride for Solasgaard, reaching the capital on the last day of Rova.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Month of Lamashan, 4720 AR

Upkeep Phase

Step 0 - Ruler: Declare Baron's modifier (Economy, Loyalty, or Stability).
Step 1 - Stability: Roll Stability Check.
Step 2 - Consumption: Consumption has been deducted from the treasury. See "Ledger" tab.
Step 3 - Magic Items: unchanged.
Step 4 - Modify Unrest: Roll Loyalty Check to reduce Unrest, if desired (cannot be reduced below 0). Failure incurs permanent -1 penalty to Loyalty.

Edict Phase

Step 0 - Spymaster: Declare Spymaster's modifier (Economy, Loyalty, or Stability).
Step 1 - Assign Leadership: Assign new leadership or fill vacancies, if desired.
Step 2 - Claim Hex: Claim up to 2 new hexes of territory, if desired. All hexes must be fully explored to be claimed.
Step 3 - Abandon Hex: Abandon any number of hexes of existing territory, if desired.
Step 4 - Build Terrain: Pay for up to 3 terrain improvements in existing territory, if desired.
Step 5 - Settlements: Found up to 1 new settlement in existing territory. The site must first be prepared for settlement. Additionally, pay for construction of up to 2 new buildings in your existing settlements. The construction of a single house, tenement, noble villa, or mansion does not count against this limit, but must still be paid for.
Step 6 - Army: Raise new military units, or upgrade or repair existing ones, as desired. Pay any recruitment costs.
Step 7 - Edicts: Issue any new edicts as desired.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

A missive arrives from Mayor Rezbin in the newly founded village of Tatzylford. As a first request for the new village, Mayor Rezbin is requesting funds to build a Town Hall that will function as the central building of the budding town. Tatzylford is requesting 22 BP for a Town Hall, fundable at your discretion.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Augrym, go and take care of yourself forthwith!"

The Baron prepares a few matters of correspondence:

He sends the funds to Tatzylford posthaste. It includes a letter of support.

He sends an animal messenger to Melianse. "Greetings! We continue to respect your claim and lands. If you do not object, we would like to expand our patrols to include your area, though we wouldn't dream of placing signs of settlement within your realm. - Baron Taranis Redleaf

Upkeep Phase Summary:

  • Step 0 - Ruler: Baron Redleaf decides to focus on The Economy this month
  • Step 1 - Stability: Akiros, Warden of the Marchlands Stability: 1d20 + 29 ⇒ (13) + 29 = 42
  • Step 2 - Consumption: GM subtracted our Consumption value. See "Ledger" tab.
  • Step 3 - Magic Items:
  • Shrine: nothing new
  • Exotic Artisan: nothing new
  • Step 4 - Modify Unrest: Augrym, Justicar of the Marchlands, decided to find a cleric.
  • Edict Phase Summary:

  • Step 0 - Spymaster: Zed the Unbroken, Spymaster of the Realm decides to focus on the economy
  • Step 1 - Assign Leadership:
  • Step 2 - Claim Hex: Baron Redleaf recommends claiming hexes 31 and 38
  • Step 3 - Abandon Hex: None
  • Step 4 - Build Terrain: In Hex 38, Baron Redleaf commissions roads, farmland, and a mining operation.
  • Step 5 - Settlements: Commission
  • Step 6 - Army:
  • Step 7a - Festival (Holiday) Edicts: Jhod Kavken High Priest of the Marchlands, declares
  • Step 7b - Promotion Edicts: Baron Redleaf declares a
  • Step 7c - Taxation Edicts: Oleg Leveston, Treasurer of the Realm sets the Taxation to its current rate

  • Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    Melianse sends a message in return: "I welcome your efforts to protect this forest, as I endeavor to keep the river safe. As before, I would take it as a kindness if you kept loggers away too." Melianse requests that you avoid putting a lumber mill in her area.

    Month of Lamashan, 4720 AR

    Income Phase

    Step 1 - Withdraw from Treasury: Withdraw resources from the treasury for personal use, if desired.
    Step 2 - Deposit to Treasury: Deposit personal resources into the barony's treasury.
    Step 3 - Sell Items: Sell up to 2 personal magical items to benefit the treasury.
    Step 4 - Roll an Economy check for tax collection.

    Event Phase
    1d100 ⇒ 95 NO EVENT


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    Income Phase Summary:

  • Step 1 - Withdrawal:
  • Step 2 - Deposits:
  • Step 3 - Sell Items:
  • Step 4 - Collect Taxes: Oleg Leveston, Treasurer of the Realm Economy: 1d20 + 51 ⇒ (12) + 51 = 63.
  • The Marchlands earned [color=Green]31 Bp[/color] this month.
  • 21 Bp in Taxes
  • 10 Bp in Basic Income
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